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Alternative Characteristic Rolling Techniques?

Going with trying to have adventurers who are at least average, I've seen an option where if the total of all characteristic DMs is negative you can reroll the character - usually just once and you can go back to the first char if the second is even worse.

It is a balance between poles as I think after a while people playing Mary Sue's get bored with them, some sort of fault to play off of gives the character more depth.
 
I'm open to suggestions, and appreciate the feedback :)

I didn't expect less from you

I think I see what you're saying. That nurture really won't much affect one's Soc. Yes?

Yes, you understood me.

I'd have to disagree if I've got the gist of your reasoning. Those high born (from a 5 or 6 by Nature) are the ones who may go on to greatness through hard work (by adding a 5 or 6 through Nurture). Or they may just be 7th sons and daughters of big wigs well removed from the title inheritance (by only adding a 1 through 4 for Nurture). Even by doing little or nothing they have a comfortable place in society.

Conversely the low born (with just 1 or 2 by Nature) will probably never be great figures (even adding a 6 won't mean much, not without years more of work through career Soc bonuses). They would be the classic self-made man, starting from nothing and becoming Someone.

True, but as I understand Soc, most changes you may make on it about your Nutrure will be in your career, not before you're 18 (and I understand your system to be for initial stats, so those you have at 18 years old). At 18, your Soc is basically dependant on your parents'. Even the 7th sons of a baron will have relative higher Soc stat than the heir of a middle class family at 18.

An alternative would be to make your Soc Nutrure partly dependent on your Edu Nutrure (if your Nature Soc is 3, middle class, but your fathers somewhat maneaged to send you to Eaton School, your Soc will probably improve from the contacts you make there).
 
Interesting idea, "nature vs. nurture".

What if when rolling your "nature" skills, roll 2D for Soc first.

Then, when rolling nature and nurture, you can roll 5 + SOC (the mod) times to simulate the dis/advantages of their position. I'd also allow you to apply more than one dice per stat, but you have to apply the whole valuel, and nobody can go over 12.

This system will hold back the economically disadvantaged somewhat, who will likely be forced to focus on one or two stats to improve above 1-6 baseline. Likewise, the advantaged will tend to be more well-rounded, but in most cases we're only talking 1d variance in either direction. Which can certainly make a difference, but it's still very possible to wind up with nearly hopeless nobles or exceptional pariahs (though the latter will have at least one stat no higher than 6).
 
Hi

Back when I was playing around with CT, I ended up trying a system where I'd identify the main STAT that I was interested in and kept rolling 2D6 until I got a roll that I liked. After that I'd roll the rest of the STAT's normally.

That way, if I wanted something like a Noble, I'd start by rolling for SOC and would keep re-rolling until I got A or better. If instead I was hoping for someone with good advanced skills, I'd start by rolling EDU, and keep re-rolling until I got 8 or better, etc.

This way I could at least try and direct a little bit on trying to develop a character along certain lines.

Eventually I also ended up deciding if I wasn't happy with a specific character or set of STATs I ended up allowing myself to set him aside for use as an NPC or something, and then I start re-rolling a new character all over.

One other thing I played around with a little, was that even if a character dies in creation, I'd set him/her aside as well for use as an NPC that might be encountered during play (hopefully before his/her death) and eventually I decided that if anyone wanted to play a such a character as a PC, then they could by picking a point in his/her life before the fatal event and taking over from there.

As such, I kind of figured the character as rolled was how that persons life may have normally played out had not fate (or actually the player) intervened and sent the character's life off in different direction.

PF
 
Back when I was playing around with CT, I ended up trying a system where I'd identify the main STAT that I was interested in and kept rolling 2D6 until I got a roll that I liked. After that I'd roll the rest of the STAT's normally.

That way, if I wanted something like a Noble, I'd start by rolling for SOC and would keep re-rolling until I got A or better. If instead I was hoping for someone with good advanced skills, I'd start by rolling EDU, and keep re-rolling until I got 8 or better, etc.

This way I could at least try and direct a little bit on trying to develop a character along certain lines.

Eventually I also ended up deciding if I wasn't happy with a specific character or set of STATs I ended up allowing myself to set him aside for use as an NPC or something, and then I start re-rolling a new character all over.

One other thing I played around with a little, was that even if a character dies in creation, I'd set him/her aside as well for use as an NPC that might be encountered during play (hopefully before his/her death) and eventually I decided that if anyone wanted to play a such a character as a PC, then they could by picking a point in his/her life before the fatal event and taking over from there.

As such, I kind of figured the character as rolled was how that persons life may have normally played out had not fate (or actually the player) intervened and sent the character's life off in different direction.

PF
I kind of like this idea too. It still keeps the rules mostly intact, while letting the players idea for his/her character flourish. When in doubt, let the story dictate action.
 
If someone has a concept in mind, I'll let them roll all 6, then place the rolls so as to fit the initial concept.
 
I have gone with a mixed point buy and dice roll method. Basically you get 42 points plus an additional 2d6 roll for additional points. Then assign to your characteristics on a one for one basis. This allows for a slightly better than average characteristics and rolls (one 9 and five 8's if you get an average of 42+7(dice roll)), with the player making the choice if they want monster stat in some area with sacrifice in another.
 
Roll 3D6 and drop the lowest.

I don't really care all that much what the players say their stats are for characteristics since the skills they have will really determine a lot of the chances for success or failure in a game. That, and their creativity and enthusiasm for the game. If they want to bring in a character that has a straight 15 in all the stats and +5 in every skill available it still wouldn't matter if they didn't get along with the rest of the group and help make the game enjoyable for everyone - they'd be booted form the game or their character eaten to show the rest how the monster works.

Besides, most people I have played with seem to enjoy the CT chargen system and have enough fun building their character's backstory out of the random rolls and skill gains, so even if they come form the D20 game systems with the massive character buildups they do fine with rolling a 'normal' Trav character.

After the players have rolled their characters if they are looking for something special I work it out with them on the side so they get their "perk", usually in the form of some former patron to call on if they need a favor, some cash or property inheritance, a special item, etc. I work with them to frame it all into a coherent back story and we are off to the races. Doing this may take some time but it is worth it in the end.
 
Besides, most people I have played with seem to enjoy the CT chargen system and have enough fun building their character's backstory out of the random rolls and skill gains, so even if they come form the D20 game systems with the massive character buildups they do fine with rolling a 'normal' Trav character.
My son and one of his friends were most attracted to chargen - looking at Mongoose, though, instead of CT. Really, their biggest concern is advancement, but I keep telling them it won't be a big deal.

Not for what I have in mind for them :devil:
 
It is a balance between poles as I think after a while people playing Mary Sue's get bored with them, some sort of fault to play off of gives the character more depth.

I have found fun in having decent to heroic characters and just chasing bigger challenges. OTOH, my Merchant character has a 4 and a 5 so it's not always perfect. :)

Leitz
 
I have found fun in having decent to heroic characters and just chasing bigger challenges. OTOH, my Merchant character has a 4 and a 5 so it's not always perfect. :)

Leitz

Part of the problem lies in the game itself, traveller doesn't always lend itself to a typical heroic style play, it's more intellectual than hack 'n slash.

My rogue-spy I rolled up came off pretty strong, but because of the 5000cr limit I took three benefits in stat +1's.
 
I think Traveller is pretty agnostic in many ways. It would be easy to have a heroic character if that's what the game was for. Case in point, John is pretty darn good at what he does if you read the old game he was in. Yet he's mentally hurt by everything he's seen and thus the switch to negotiation as an option. If he can make it happen, great! No skill in it, but hey, who cares?

What always kinda bummed me is the Traveller cliche about being offered a job and then some silly twist on things that had no clues. Hello? McFly? If you're that desperate then who would trust you anyway? Why can't DM leverage career background and you get contacted by an old friend who has a job opportunity, or knows someone who knows someone. Works in real life, too. Or heck, maybe even the characters have their own plans and don't really need hand holding?

Traveller gives you lots of options, both in mechanics and story. Like I mentioned before, I don't particularly care for desert stuff but sometimes you gotta go there. Maybe soon elsewhere.

Leitz
 
I like deserts as enviroments personally, though living out west for a long time, it was something you pretty much had to get used to, Mountains are also cool; but everyone is different.

The scenario at the base, and everywhere else really can go anyway the characters want to go, as I have a ton of notes, it is more open. Fight, negotiate, it is up to you.

IMO the heroic stuff about Traveller it is that it is realistic in that getting shot it doesn't matter if you are Conan or a 98lb weakling, it's quickly life threatening. In D&D, you just had a jillion hit points by the high levels so you could take on whole armies of orcs single handedly.

Rob
 
I've toyed with what I call a Nature and Nurture option to allow some customization and (usually) avoidance of those annoying 2's.

Nature: Roll 1D6 per characteristic in order. This is what you were born with.

Nurture: Roll 6D6 and assign as desired to the characteristics. This is what your upbringing focused on..

I like this, but IMTU there were some improvements made in the human genome, so End and Int would each have 6 for the nature part.

I also like Soc as a calculated stat so it isn't rolled. I don't know what I want to replace it with yet though.
 
If you really want to get complicated and better model reality you need a bell curve for characteristic distribution.

So start with 7 in each characteristic.

Roll 3 dice:

Code:
 3   4   5   6   7   8   9  10  11  12  13  14  15  16  17 18 
-5  -4  -3  -2  -2  -1  -1   0   0  +1  +1  +2  +2  +3  +4 +5
 
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I have more reality than I care for, sometimes. The story is what entrances me, and I like to have uplifting moments. That's why I avoid "gritty" games or stories. Why read "drama"? I can just talk to my ex about my kid if I want emotional manipulation.

There's a game mechanic in 7th Sea where the player describes to the DM how the character would probably die. I've taken characters into situations where I expect them to die but it is the right choice for that character at that time. Sometimes they live, and that means their story is able to continue. Sometimes they don't, and that means they met a fitting end. If the DM starts bringing in aspects of the death I've described you can bet the tension level is high!

If a DM tells me my character stumbled into a seedy part of town and gets shot and killed, because that's what the dice said, it conveys several things to me.

1. The DM's ability to convey the scene is lacking. Having been in rough parts of rough towns, it becomes perfectly clear that you're in a bad spot long before the denizens take real notice of you.

2. The DM's understanding of firearm usage is limited. Beyond a few feet, even people like average Law Enforcement who have to qualify one or more times a year, have a difficult time hitting anything. You ought to go see a range where LEO's practice, it is kind of scary! Most people are lousy shots because firearms skills diminishes with lack of use and most people don't put in the practice or the rounds to get good and stay that way.

3. The DM hasn't considered the effects of human physiology on the shooter. Fine muscle control goes out the window when you're in a fear situation and generally if some one is shooting at you it stimulates fear. Outside of highly trained military folks it is hard to find good shooters when bullets are flying in all directions.

4. The DM hasn't thought about wounds and effects from being shot. A shot from a full size handgun can kill you outright, if it hits in just the right spots. Generally, though, it just gets messy and you hurt like heck but have time to get out of there or shoot back, assuming presence of mind. It takes lots of shots to kill, assuming standard constitution and non-critical area hits.

5. The DM feels my enjoyment is less important than random effects from inanimate objects. Yes, if I go into a firefight with a character then death is an option and I've accepted that. If a DM puts kills my character to teach me a lesson, they've taught me to find another game. Likewise if a DM jacks with the character concept to railroad me into their scenario. Had one DM let us make up characters and then we were put in a prison mine for a year and a half before the game started. Huh? That was a good time to leave, and I did.

Use averages and precision for NPCs. Use your skills as a DM to provide an awesome game for your players; vivid descriptions, high adventure, strong relationships, and hard earned success. Think big for your games and let the small thinkers just roll dice and read from modules.

Leitz
 
That is very interesting. It does attract to the middle.

3d6 to 2d6.jpg
 
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